. Making this tread for user but mostly for yourself. If have all writtted then easier understand how it work =). Most of information is from Worms4Mayhem.exe but change it (much in some part) for better uderstand how it work.

Comment - Commentary for Emmiter (only information for user) EmmiterType - Resource ID of the sprite used to render the perticle SpriteSet - what texture use emmiter (not needed if you want use object) but you can use them both MeshSet - Array of meshes resource ID's to use for the particles (In Worms 3D you can use all ID's) in worms 4 not know. MeshAninNodeName - Animation frame(s) for XOM mesh particles. Syntax '[loop:]<NodeName1> [+|,[loop:]<NodeName2]...]. To Loop animation start with 'Loop:'. To play animations simultaneously use '+'. To play animations in sequence use ','. Any number of animations can be played. Example: LOOP:Go Emmiter Acceleration - Accelaration of the EMITTER. It vector EmitterAccelerationRandomise - Randomise values of Accelaration of the EMITTER EmitterIsAttachedToLand - If set then the emmiter will die if the land directly below it disappears EmitterIsOfInterest - If set then the current turn will not end until the emitter dies EmitterIsLaunchedFromWeapon - If set then the emitter will come the end of the weapon EmitterLifeTime - Life time of the emitter (in ms) EmitterLifeTimeRandomise - Randomise time for Life Time of emmiter (in ms) EmitterMaxParticles - Maximum number of particles visible EmitterNumCollide - How many of MaxParticles will collide with the ground. VERY EXPENSIVE OF MEMORY so keep low! EmitterNumSpawn - Number of particles the emitter will spawn at once EmitterNumSpawnRadnomise - Randomise Number of particles the emitter will spawn at once EmitterOriginOffset - Position of the emitter (relative to the emitter's origin) EmitterOriginRandomise - Randomise Position of the emitter (relative to the emitter's origin) EmitterParticleExpireFX - Particle emitter to spawn when EACH particle expires - EXPENSIVE OF MEMORY! EmitterParticleFX - Particle emitter effect to attatch to EACH particle - EXPENSIVE OF MEMORY! EmitterSameDirectionAsWorm - If set then particles will be emitted in the direction the worm is facing EmitterSoundFX - Sound effect to play when the emitter is created EmitterSoundFXVolume (only worms4,WUM) - Volume of the Sound effect EmitterSpawnFreq - How frequently the emitter will spawn particles (in ms) EmitterSpawnFreqRansomise - Randomise frequently of the emitter will spawn particles (in ms) EmitterSpawnSizeVelocity - Velocity of emmiter size. It mean how quickly emmiter change size when spawn. EmitterStartDelay - Delay before the emitter starts emitting prarticles (in ms) EmitterVelocity - Velocity of the EMITTER EmitterVelocityRandomise - Randomise Velocity of the EMMITER

Particles:

ParticleAcceleration - Acceleration of the particles. (Set Y to a negative value for gravity) ParticleAccelerationRandomise - Randomise Acceleration of the particles. (Set Y to a negative value for gravity) ParticleAlpha - Initial alpha of the particle ( Between 0-1). It float ParticleAlphaFadeIn - Time until the alpha value reaches the value set in the ParticleAlpha files ( length of fade in ) ParticleAlphaVelocity - How the alpha changes over time. Set to -1 to fade out over lifetime ParticleAlphaVelocityDelay - Delay before alpha velocity is applied (in ms) ParticleAlternateAccelerationN - Alternate acceleration for North(Up) ParticleAlternateAccelerationS - Alternate acceleration for South(Down) ParticleAnimationFrame - Inital Animation frame of the particle. Used only for animated Sprites ParticleAnimationFrameRandomise - Randomise Animation frame of the particle. Used only for animated Sprites ParticleAnimationSpeed - Speed of animate (in ms) ParticleAnimationSpeedRandomize - Randomise speed of animate (in ms) ParticleAttractor - Position (relative to the emitter origin) that the particles attract towards ParticleAttractorRandomise - Randomise of Position (relative to the emitter origin) that the particles attract towards ParticleAttractorIsActive - Enable attract to point mode ParticleCanEnterWater - If set to false then particles will expire when they hit the water ParticleCollisionFreq - Which particles collide with the worms ie Every n particle will do collision detection ParticleCollisionImmuneTime - Time (in MS) until the particle can re-collide with a worm ParticleCollisionMinAlpha - If the alpha of the particles is below this value then don't collide with a worm ParticleCollisonRadius - Size of the collision sphere of the particle ParticleCollisonRadiusOffset - Position of ParticleCollisonRadius ParticleCollisonRadiusVelocity - How the collision sphere radius changes over time ParticleCollisionShowDebug - if set then make information about collision (Debug) ParticleCollisionWormDamageMagnitude - How many damage inflict Particle when worm collide with this ParticleCollisionWormImpulseMagnitude - How strenght worm will be push away. X,Z values ParticleCollisionWormImpulseYMagnitude - How strenght worm will be push away.Y value(Up or down) ParticleCollisionWormPoisonMagnitude - How many damage of poison inflict to worm when collide with this. (Make poison status what take damage from this value) ParticleCollisionWormType - Type of Worm collision (0 - Normal collision , 1 - Collision with particle death) ParticleColor - The colours of the particles (Values from 0-1 float) For example how calculate: Green color 0 - Red 255 - Green 0 - Blue 0/255 = 0 for red 255/255 = 1 for green 0/255 = 0 ParticleColorBand - When to change color. This is a value between 0 & 1 representing the lifetime of the particle ParticleExpireShake - Shake the camera when EACH particle dies ParticleExpireShakeLength - Length of the camera shake when EACH particle dies (in MS) ParticleExpireShakeMagnitude - Strength of the camera shake when EACH particle dies ParticleIsAlternateAcceleration - If set then particles will come out fast & then quickly slow down ParticleIsEffectedByWind - If set then particles will be blown by the wind ParticleIsSpiral - If set then particles will spiral upwards ParticleIsUnderWaterEffect - If set then particles will die when the reach the water level (from under the water) ParticleLandCollideType - What to do when the particle collides with the land (NumCollide must be set too) ParticleLife - Lifetime of each particle (in ms) ParticleLifeRandomise - Randomise Lifetime of each particle (in ms) ParticleMass - Mass of the particles ParticleNumColors - The number of colours in the particle effect ParticleNumFrames - Number of animation frames (Need animated Sprite) ParticleOrientation - Rotation of the particle (in degrees) ParticleOrientationRandomise - Randomise Rotation of the particle (in degrees) ParticleOrientationVelocity - How the rotation changes over time ParticleOrientationVelocityRandomise - Randomise how the rotation changes over time ParticleSize - Size of the particles ParticleSizeOriginIsCenterPoint - If set then the particle will be sizes around it's center point, rather than the bottom left corner ParticleSizeRandomise - Randomise Size of the particles ParticleSizeVelocity - How the size changes over time ParticleSizeVelocityRandomise - Randomise the size over time ParticleSizeVelocityDelay - Delay until the particle starts resizing ParticleSizeVelocityDelayRandomise(worms4,WUM) -Randomise Delay until the particle starts resizing ParticleFinalSizeScale - The size of the particle when it's finshed (dies). This value is a scale factor. Example set to (0.25,0.25) to make it shrink to a quater of it's original size when by the time it dies. ParticleFinalSizeScaleRandomise - Randomise size of the particle when it's finshed (dies). This value is a scale factor. Example set to (0.25,0.25) to make it shrink to a quater of it's original size when by the time it dies. ParticleSizeFadeIn(worms4,WUM) - Time taken (in MS) to fade the size of the particles from zero to their actual size ParticleSizeFadeInRandomize(worms4,WUM) - Randomise Time taken (in MS) to fade the size of the particles from zero to their actual size ParticleSizeFadeInDelay(worms4,WUM) - Don't start fading in the size of the particles until this time ParticleSizeFadeInDelayRandomize(worms4,WUM) - Randomise Delay for FadeIn size ParticleRenderScene - Order in which to render the particles. Scene1 will always be rendered before Scene2 and so on ParticleSpiralRadius - Radius of the spiral effect ParticleSpiralRadiusRandomise - Randomise Radius of the spiral effect ParticleSpiralRadiusVelocity - How fast the particles move around the spiral radius ParticleSpiralRadiusVelocityRandomise Randomise How fast the particles move around the spiral radius ParticleSpiralRadiusSizeVelocity - How the spiral radius changes over time ParticleVelocity - Velocity of the particles ParticleVelocityRandomise -Randomise Velocity of the particles ParticleVelocityIsNormalised - If set then when Velocity get max value then back to first one.